Wheel of Time Rules Manual

Other Rules / Encounters

Other Rules

Encounters

Movement, Area of Influence, Attacks of Opportunity, APM, and Hidden Fate.

Move 30′ (40′ Aiel)
Sprint ×2 · Full Round
Melee AoI 5′ (polearm 10′)
Ranged AoI 15′
Next Armor
Related

Encounter geometry — how far you move, who threatens whom, and when free attacks trigger — sits under the combat loop on the Combat page.

Movement

One of your two Standard Actions, unless you sprint.

  • All characters move 30′ per round as 1 of 2 Standard Actions (40′ for Aiel).
  • Double that distance when sprinting (Full Round Action).
  • All characters may move 5 feet as a free action each round, if they do not also use a standard move action this turn.

Area of Influence (AoI)

The zone where you can make an Attack of Opportunity.

  • Usually 5′ for melee or 15′ for ranged.
  • Polearm-type weapons: usually 10′.

Attack of Opportunity (AoO)

Mover “invokes”; stationary character may “take” the AoO.

  • When a character enters or leaves another’s AoI, the stationary character may make a free Standard Attack (not an ability) against the mover. One AoO per round unless an ability says otherwise.
  • Ranged weapon: AoO into or out of your AoI can be a ranged Standard Attack without Disadvantage — even if the enemy ends adjacent.
  • Melee weapon: Standard Attack AoO when they enter or leave your AoI.
  • Disengage (replaces attack action): immune to AoOs for the rest of the round from any enemy; you still need a movement action to leave.
  • Forced movement (explosion, weave shove, etc.) does not invoke an AoO unless stated otherwise.

Attacks per Melee (APM)

From your class level chart.

  • APM is how many attacks your class gets at your current level. Example: +4 / +2 / +1 is 3 APM.

Hidden Fate

GM tracks exact HP — players read the battlefield by condition labels.

Scraped
< 100% health
Wounded
< 75% health
Bloodied
< 50% health
Barely Standing
< 25% health
Unconscious
≤ 0 HP
Permadeath
< −9 HP

Wheel of Time RPG · Encounters Rules manual